Add dynamic position support to SpriteEffect

This was the last missing 'puzzle piece' to replace some remaining spcial-case effects.
This commit is contained in:
reaperrr
2018-10-07 17:23:07 +02:00
committed by Paul Chote
parent 6ac7f887c0
commit c2d6b78b18

View File

@@ -9,6 +9,7 @@
*/
#endregion
using System;
using System.Collections.Generic;
using OpenRA.Effects;
using OpenRA.Graphics;
@@ -20,18 +21,29 @@ namespace OpenRA.Mods.Common.Effects
readonly World world;
readonly string palette;
readonly Animation anim;
readonly WPos pos;
readonly Func<WPos> posFunc;
readonly bool visibleThroughFog;
readonly bool scaleSizeWithZoom;
WPos pos;
// Facing is last on these overloads partially for backwards compatibility with previous main ctor revision
// and partially because most effects don't need it.
public SpriteEffect(WPos pos, World world, string image, string sequence, string palette, bool visibleThroughFog = false, bool scaleSizeWithZoom = false, int facing = 0)
: this(() => pos, () => facing, world, image, sequence, palette, visibleThroughFog, scaleSizeWithZoom) { }
public SpriteEffect(Actor actor, World world, string image, string sequence, string palette, bool visibleThroughFog = false, bool scaleSizeWithZoom = false, int facing = 0)
: this(() => actor.CenterPosition, () => facing, world, image, sequence, palette, visibleThroughFog, scaleSizeWithZoom) { }
public SpriteEffect(Func<WPos> posFunc, Func<int> facingFunc, World world, string image, string sequence, string palette,
bool visibleThroughFog = false, bool scaleSizeWithZoom = false)
{
this.world = world;
this.pos = pos;
this.posFunc = posFunc;
this.palette = palette;
this.scaleSizeWithZoom = scaleSizeWithZoom;
this.visibleThroughFog = visibleThroughFog;
anim = new Animation(world, image, () => facing);
pos = posFunc();
anim = new Animation(world, image, facingFunc);
anim.PlayThen(sequence, () => world.AddFrameEndTask(w => { w.Remove(this); w.ScreenMap.Remove(this); }));
world.ScreenMap.Add(this, pos, anim.Image);
}
@@ -39,6 +51,8 @@ namespace OpenRA.Mods.Common.Effects
public void Tick(World world)
{
anim.Tick();
pos = posFunc();
world.ScreenMap.Update(this, pos, anim.Image);
}